Scream Disease Into the Wind

Frequently Asked Questions

Aspects
  • What can the Intensify Aspect spend its Element markers on, aside from its Powers?
    Any other Spirit action that Shifting Memory of Ages is doing. However, almost all of the Spirit actions that the Intensify Aspect can usefully boost are either the use of one of their powers or a triggered action created by their powers (e.g., increasing the Damage from Vengeance of the Dead).
    They generally can't spend Element Markers to boost the Powers of other Spirits, even if those Powers involving Shifting Memory of Ages making choices, since using a Power is the action of the Spirit targeting the Power, not the Spirit being targeted.
    To cover some of the more unusual cases:
    • Intensify can spend Element markers on actions granted to it by other Spirits to use at a later point in the turn, like adding a Disease with Scream Disease Into the Wind or doing Damage with Gift of the Sparking Sky.
    • Intensify can spend a Fire marker on a Ritual of Destroying Flame.
    • Intensify can't spend Element markers on benefits that aren't actions, like the ongoing defense from Bargains of Power and Protection.
Definitions
  • What are "your Actions"? (e.g., for Responsibilities to the Dead or Spread Tumult and Delusion)
    As a general guideline, anything done by your Spirit Panel or Power Cards, including any consequences directly following from the game rules (e.g., destroying Invaders/Dahan that have taken Damage equal to or greater than their Health, earning Fear from destroying Towns/Cities, destroying Presence / cascading when adding Blight).
    In particular, the following are your Actions.
    • Using one icon in a Growth option during the Spirit Phase [*]
    • Gaining Energy from your Presence track during the Spirit Phase
    • Playing and paying for all of your cards during the Spirit Phase
    • Using one Presence Track icon during the Spirit Phase [†]
    • Using one Power, whether the original use or repeating that Power (even if other Spirits make choices as part of resolving that Power)
    • Performing a triggered Action set up by one of your Powers (e.g., Vengeance of the Dead) or Special Rules (e.g., Ocean in Play)
    • Using a special rule that has an immediate, stand-alone effect (e.g., Sharp Fangs Behind the Leaves replacing its Presence with Call Forth Predators)
    • Doing something a Power grants you the option to do later at your discretion (e.g., adding a Disease with Scream Disease Into the Wind, dealing Damage with the stone Beasts created by Unearth a Beast of Wrathful Stone)
    Note that some special rules refer to "your Powers", which is more restrictive than "your Actions".
    [*] If a Growth icon has an "xN" (e.g., for Fractured Days Split the Sky) it means that you have N copies of that Growth icon; each one is its own action. If a Growth icon does something in "each" land that meets a condition (e.g., for Ocean's Hungry Grasp), it's one action in each of those lands.
    [†] Passive bonuses on Presence tracks, like Elements and Range bonuses, are always available; there is no action to gain them.
    Tags: Actions, Presence track, Triggered Actions, Responsibilities to the Dead (Finder of Paths Unseen), 8 more...
General Play
Power Cards
Range and Targeting
Spirits and Innate Powers